A Co_ Map Design Idea.
juho
Join Date: 2003-02-01 Member: 12965Members
<div class="IPBDescription">Make the map vertical now when co allows</div> In classic ns, the maps can't have too much different levels because the commander needs to see to every point of the map easily.
But as far as I know (I don't know about the tech or design guidelines), there is no such problem in NS:Combat. There is no commander which needs to see every place from the top overlook view.
I'd like to see a map where, for example, the marine base is located on the top of some structure, and the alien hive is on the bottom of the structure, many levels belong the marinebase.
The marines would go constantly down and the aliens would have to go up and up...
This is just a simple example, I just wanted to raise the idea on the table =)
What do you think?
- jtm
But as far as I know (I don't know about the tech or design guidelines), there is no such problem in NS:Combat. There is no commander which needs to see every place from the top overlook view.
I'd like to see a map where, for example, the marine base is located on the top of some structure, and the alien hive is on the bottom of the structure, many levels belong the marinebase.
The marines would go constantly down and the aliens would have to go up and up...
This is just a simple example, I just wanted to raise the idea on the table =)
What do you think?
- jtm
Comments
Map architecture would get in the way of resupply, and even other droppable upgrades if marines spawned 'under' levels.
Map architecture would get in the way of resupply, and even other droppable upgrades if marines spawned 'under' levels. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I don't think so, I believe the medpacks and ammo packs plus all other things are dropped DIRECTLY on the marine to prevent exploiting (like one marine stands ontop of another with resupply, and the top one gets health without resupply).
edit: typo
And people took that advice, look at co_core
I ran around it for a few minutes on an empty server just checking it out, but it wasn't that great of a map imo <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->.
I ran around it for a few minutes on an empty server just checking it out, but it wasn't that great of a map imo <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yes, co_freefall is built on this concept in a most extreme way. I'm sorry if you didn't care for the map while looking at it on an empty server. But, you really need to play the game with a nice number of players to appreciate the gameplay rush to it.
With it's 2nd beta release, I've posted a thread in the mapping forum here:
<a href='http://www.unknownworlds.com/forums/index.php?showtopic=62196' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=62196</a>
I imagine that some may not like this type of map, while I'm finding many others have really been enjoying it.